Fences Techniques: Solve Without Guessing
Fences puzzles never need guessing: every line follows from a pattern. These are the ones that solve most of a grid. New here? Read the rules first.
1. Zeros: cross everything
A 0 has no lines, so cross all four sides. The dots around it then have fewer options, which often forces the lines of neighbouring numbers.
2. Corner 3 and corner 1
A 3 in a corner square always uses both outer edges (otherwise it couldn't reach three). A 1 in a corner never uses them, so cross both.
3. Two 3s side by side
Adjacent 3s share an edge: the shared edge and both outer parallel edges are drawn, and the line leaving each end turns away.
4. Diagonal 3s
Two 3s touching at a corner each use their two edges furthest from that corner.
5. A line entering a 1 or a 3
A line arriving at the corner of a 1 must leave along one of the 1's two sides touching that corner, so the other two sides are crossed. Arriving at a 3, the line must turn away, and the two far sides of the 3 are drawn.
6. Dot rule
Every dot is 0 or 2. When a dot already has two lines, cross the rest; when it has one line and only one open gap, draw it. Say it as you go: "two in, two out."
7. Don't close too early
A small loop that ignores part of the puzzle is wrong even if its numbers fit. When a line is about to close a loop, check that every number is already satisfied.
Frequently asked questions
Where should I start a Fences puzzle?
At the 0s and the 3s, especially in corners and next to each other. They fix lines immediately; everything else follows from those.
Last updated 2026-10-20